26

(4 replies, posted in Starmada)

Thanks sent. It figures though, I just printed the thing tongue.

27

(4 replies, posted in Starmada)

Ah, I figured someone had caught this already. What happens if I got my PDF through mj12?

28

(4 replies, posted in Starmada)

I've having a tough time with the ORAT and DRAT calculations for flotillas on page 13 of the annex.

For the 3.4" guns I'm assuming the 120 in there comes from multiplying the SU cost of the battery (20) by the size of the flotilla (6). But why is that not done for the 20" torps and where did 8 come from (total SU Cost seems to be 7, not 8 by my calculations). Also, where did the 2.5 divisor come from? Shouldn't it be a 0.4 ORAT divisor for a ship with hull size .5?

Instead of:

8 * (3+6) / 3 / 2.5 

Shouldn't it be:

(7 * 6) * (3+6) / 3 / 0.4 = 315

Base SU cost of the battery =

(3 * 1 * 4.25 * 1.6 / 12) * 1.8 = 3.06

which rounds up to 4.

The total SU Cost =

4 * (4 + 4) = 32

The total SU Cost with ammo of four =

32 * (4 + 4) / (10 * 4) = 6.4

which rounds up to 7, not 8.

Battery ORAT =

7 * (3+6) / 3 / 0.4 = 52.5

Also, about the DRAT. The last time I checked 6 * 12 / (6 - 0) * 0.5 did not equal 52.56. tongue

Was this perhaps pasted with the 20" torps ORAT value?

29

(105 replies, posted in Game Design)

Oct. 09 as per the blog date.

Thanks cricket, looking forward to it.

30

(105 replies, posted in Game Design)

Their style is definitely similar to Z4's 6mm stuff Sgt.

http://z4miniatures.blogspot.com/2009/10/online-shop-6mm.html

Cricket, is there a release date estimate for this yet? Other than "when it's ready"? And if so, could you share it with us?

I've learned from other people asking those types of questions that I have to be very specific... tongue

31

(105 replies, posted in Game Design)

Ditto. Is there a campaign system in that beauty?

32

(4 replies, posted in Starmada)

I uploaded my updated version here:

http://mj12games.com/forum/viewtopic.php?f=41&t=2555

Out of curiosity, what is cell C13 used for?

33

(4 replies, posted in Starmada)

Dan, any news with regards to this?

34

(4 replies, posted in Starmada)

Will we see an updated MJ12 shipbuilder anytime soon? Before/after Romulan Armada/Brigade?

Just bouncing some ideas around.

First the simple system:

A unit can take 1 point of damage before it is destroyed.
When a unit takes a hit it can attempt to save. To save a hit the unit must roll equal to or better than its Armor value on a d6.
Armor values can be one of the following: 2+, 3+, 4+, 5+, 6+, -

Assuming DR is the average number of hits it will take to destroy a unit, I would set DR as:

DR = 1 / Armor Divisor*

* 2+ = 0.17, 3+ = 0.33, 4+ = 0.5, 5+ = 0.67, 6+ = 0.83, - = 1

But what happens when I add:

A special ability that ignores armor. IE, a unit does not get to save a hit with Ignore Armor.

A special ability that gives a unit a second save. IE, a unit gets to save twice against a regular hit (once using its regular armor value and once with its augmented armor value if it fails with the regular armor), and once against an Ignore Armor hit (using its augmented armor value).

Assume that an Augmented Armor value can not be better than a unit's regular armor value but can be one of the following: 2+, 3+, 4+, 5+, 6+

Would you have Augmented armor modify DR as follows:

6+ -> x1.2
5+ -> x1.5
4+ -> x2.0
3+ -> x3.0
2+ -> x6.0

This is what I originally though but it weights Augmented Armor the same as Armor. Shouldn't Augmented Armor be weighted more because Ignore Armor is out there?

36

(9 replies, posted in Starmada)

cricket wrote:
OldnGrey wrote:

OK thanks, just thought I'd ask.

I don't know what you'd call it, but I could see designating a flight that gets +1 to-hit vs. ships but -1 to-hit vs. fighters. I'd give it a multiplier of x1.2 at least to test it out.

Wasn't that how Bomber and Intercepter worked in X? +1/-1 to the hit ship, hit fighter values?

37

(8 replies, posted in Starmada)

So you want to play the newest edition but you don't want to pay for it?  :?

Just grab the shipbuilder, plug-in the numbers and pick a special ability that's close to the one in the X:B rules. There's no phenomenal, cosmic knowledge on those 5 pages. You're going to have to buy AE though if you want to find out what all the special ability do.

Have you tried Starmada Brigade yet though? It might be obsolete but X was still a good game.

38

(24 replies, posted in Starmada)

Using none or fewer of the options (for me personally and I guess for alot of other people which like more the minimalistic/easygoing side of gaming) is not really a solution. With the same argument I could play Advanced Squad Leader or any other game with an Avalon Hill premium difficulty Level of 10. And with the same argument I can say that I play ASL with just 10 german counters and 10 russians on a plain map. Do you think that I consider such an approach as fun?

I'm not seeing the connection here? You can play the "simple" Starmada rules and still have a huge fleet to command, you don't have to reduce the size of the fleet just because your using less of the optional rules.

The basic mechanics for Starmada are very simple: plot movement, roll to hit, roll to penetrate shields, roll to damage, record damage. Lather, rinse, repeat. Everything else is just a plug-in, a plug-in you can choose to use or not to use. If just looking at the plug-in makes things more complicated for you, then don't look at them.  tongue

Another thing you have to consider is that for every person who wants it simple there's going to be someone who wants more options. The approach mj12 has taken with Starmada is a great solution to keep both people happy. Use as much or as little as you want.

Finally, if you found you played more games with an earlier version of Starmada why not just play that version instead of the newest?

39

(14 replies, posted in News)

:shock:

I'll take one of each.

40

(4 replies, posted in Starmada)

They reduce and increase the SU of tech and weapons. A ship with high tech levels will be able to fit more weapons, shields etc because they will cost less SU. Conversely, a low tech ship will be able to fit less because they will cost more SU.

They're great for campaigns with advancement. Leave them blank until you've played a few games though. We don't use them much as we can get plenty of variation without them.

41

(1 replies, posted in Starmada)

With Starmada I just roll out the mat and pick some ships for the point value.

Definitely, when I trek to the local store with Starmada it's with a small box, a postal tube, dice and a rulebook. We can usually squeeze two 1.5k games in in 3 hours too, depending on how much hide and seek we might be doing.

Have you tried the Evasive Action combat option?

Cricket, will we see an update to the shipbuilder incorporating the Rules Annex options anytime soon?

44

(23 replies, posted in Starmada)

After re-reading the rules, I'd say the latter. The Extra Hull Damage language seems to suggest that the extra hull hit is in addition to any damage roll results, and thus is separate in my mind.

Each damage die would automatically inflict an extra hull hit, then you would roll for damage and double all those results.

45

(24 replies, posted in News)

I picked mine up yesterday. It's great, having all the mods in one place is nice.

Will an updated shipbuilder be out anytime soon?

46

(2 replies, posted in Starmada)

When making a move with both P and S, take the difference between the previous game turn's speed and the current turn's speed, plus the amount of movement between starship turns. That is the thrust requirement for the order.

So...

Turn 1 Speed: 5
Turn 2 Order: 2P4S
Turn 2 Speed: 6
thrust requirement is 6-5+4 = 5

47

(3 replies, posted in Starmada)

A friend and I tried it as is, but then added some tweaks to suit our needs. Overal the Starmada games it created were different and fun because of that. Plus when you're concerned about your ships showing up in the next battle, you DEFINITELY play more cautiously.

I would hope that when this sees a full release it comes with some kind of fleet tracking excel sheet. There was a lot of overhead even with the slights mods we made.

48

(10 replies, posted in ARES)

Would you mind posting the mods in detail?

49

(10 replies, posted in ARES)

Thanks Kevin, found them.

50

(10 replies, posted in ARES)

Has anyone used Ares for wild west skirmishes? I'm thinking 12-20 figures on the table, each their own unit.

If so, what changes did you make? I was thinking allowing shooting from prone, and giving a +1 to the attacker for it. Also, allowing RF to go up to 10. What sort of modifiers would RF 6-10 have?

Any other changes you'd suggest?